The Witchdaughter's Nightmare

Grymm Planeswalker's page

44 posts. Alias of Seth86.


Full Name

Grymm Planeswalker

Race

Sylph VITALS: AC: 13, T: 13, FF: 10; HP: 8/8; F:1, R:3, W:3;CMB +0; CMD 13; Init: +3 ; Perc:+1

Classes/Levels

Wizard 1 SKILLS: Acrobatics +0 (-4 to jump), Appraise +8, Craft (gemcutting) +8, Fly +4, Knowledge (arcana) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +8, Spellcraft +8, Stealth +4

Gender

Female

Size

M

Special Abilities

electricity 5, sonic 5

Alignment

NG

Location

?????

Languages

Abyssal, Aquan, Auran, Common, Draconic, Ignan, Terran

Strength 10
Dexterity 16
Constitution 13
Intelligence 18
Wisdom 12
Charisma 7

About Grymm Planeswalker

Grymm
Female sylph wizard 1 (Pathfinder Campaign Setting: Inner Sea Magic 17, Pathfinder RPG Bestiary 2 258)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +3
Defensive Abilities resistance; Resist electricity 5, sonic 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +0 (1d4/19-20) or
. . quarterstaff +0 (1d6)
Special Attacks disruption
Wizard Spells Prepared (CL 1st; concentration +5)
. . 1st—color spray (DC 15), mage armor, shield (2)
. . 0 (at will)—daze (DC 14), detect magic, mage hand
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 13, Int 18, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 13
Feats Scribe Scroll, Spell Focus (abjuration)
Traits magical knack, methodical mind (arcana, religion, planes; arcana, religion, planes, planes)
Skills Acrobatics +0 (-4 to jump), Appraise +8, Craft (gemcutting) +8, Fly +4, Knowledge (arcana) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +8, Spellcraft +8, Stealth +4; Racial Modifiers +4 Stealth
Languages Abyssal, Aquan, Auran, Common, Draconic, Ignan, Terran
SQ arcane bond (ring), breeze-kissed
Combat Gear potion of cure light wounds; Other Gear dagger, quarterstaff, - arcane bond ring -, artisan's tools, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], soap, spell component pouch, trail rations (5), waterskin, wizard starting spellbook, 10 gp, 9 sp
--------------------
Special Abilities
--------------------
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft.
Darkvision (60 feet) You can see in the dark (black and white only).
Disruption (1 round, 7/day) (Su) After melee touch attack, target must make a concentration check (DC 15 + 2 x spell level) to cast a spell or use a spell-like ability.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Sonic (5) You have the specified Energy Resistance against Sonic attacks.
Envy (Counterspell) Associated School: Abjuration
Resistance 5 (Electricity) (Ex) When choosing spells, gain Electricity resistance 5 until next day.
Spell Focus (Abjuration) Spells from one school of magic have +1 to their save DC.